Shader "Custom RP/SSSSScatter"
{
	Properties
	{
		_MainTex ("Texture", 2D) = "white" {}
	}

	SubShader
	{
		// No culling or depth
		Cull Off ZWrite Off ZTest Always

		HLSLINCLUDE
		#include "../ShaderLibrary/Common.hlsl"
		#include "SSSSScatterPass.hlsl"
		#pragma enable_d3d11_debug_symbols
		ENDHLSL
		//Separable depth based blur
		Pass
		{
			Name "Do Scatter"

			HLSLPROGRAM
			#pragma target 3.5
			#pragma vertex SSSSScatterPassVertex
			#pragma fragment SSSSScatterPassFragment
			ENDHLSL
		}

		//Combine pass
		Pass {
			Name "Combine Scatter"

			HLSLPROGRAM
			#pragma target 3.5
			#pragma vertex SSSSScatterCombinePassVertex
			#pragma fragment SSSSSCombinePassFragment
			ENDHLSL
		}
	}
}
